Artyom
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ahck.bsky.social
Artyom
@ahck.bsky.social
Senior programmer at Brace Yourself Games. Making UIs and systems on Phantom Brigade.

Over 10 years of experience wearing hats including tech art, gameplay programming, tool dev, UI, VFX and env. art. Vancouver, Canada. He/Him.

🌐 https://art-z.dev
More tests with my SDF widgets. The entire setup is one component type repeated with different settings. "Out of focus" bits are shapes with rounding and outer glow matched to base color (so outer glow can be used as pseudo-blur). Super happy with the setup, can't wait to make some UIs with this!
February 28, 2025 at 9:46 AM
Pixels begone!
February 28, 2025 at 6:14 AM
Tried a quick project implementing SDF based vector widgets into our fork of NGUI (got really tired of making raster sprites with baked shadows, corners and other bits). Super fun! Huge thanks to @iquilezles.bsky.social, his articles and samples are an absolute wealth of info on this subject!
February 28, 2025 at 6:13 AM
Even the areas deep underground can be thrilling to explore. The sheer geometric detail and attention to detail makes some moments look like urbex video footage. To me, firefights, mutants and loot are kind of secondary to sheer rewards of discovering new locations here. A really unique experience.
December 26, 2024 at 1:11 AM
The way light bounces inside these structures is absolutely stunning. I bet this didn't come "free" and the devs went to great pains to get Lumen to look this good. In some spots you can see how structures are built from a myriad of watertight modules, prob. to ensure good SDF and min. leaks etc.
December 26, 2024 at 1:11 AM
Can't stop taking screenshots in STALKER 2. I'm repeating myself but the environment work is just stunning, with an absolute wealth of faithfully replicated architecture and incredible attention to detail. Every tuft of moss, brick and mosaic tile has been given so much love. Hats off to the devs!
December 26, 2024 at 1:11 AM
Also, as a train nerd, STALKER 2 is heaven. All the bits and switches are recreated with incredible attention to detail; the tracks have perfect proportions; lots of train cars and locomotives are modeled with interiors etc. There are even unique SFX for footsteps over the wooden ties! 🔥🚂🔥
December 3, 2024 at 2:44 AM
STALKER 2 is a total masterclass in atmosphere & environment art. I'm stopping every minute to take screenshots, every location is positively stunning, especially with the beautiful skies & bounced light. There's a staggering number of unique props, interesting buildings, biomes and cool vistas.
December 3, 2024 at 2:27 AM
STALKER 2 is everything I hoped for so far, we're so back omg. Some rough edges but I'm sure they'll be ironed out. Blown away by the insanely detailed and lovingly crafted environments. Stopping to admire every wall, garden, fireplace and table. It's a lovely space to explore, immaculate vibes.
November 21, 2024 at 10:11 PM
If you see this, post a walker!
November 10, 2024 at 9:40 AM
I think these images are from around 2011. I modeled a bunch of stuff from the Yanov station near Pripyat and was trying to use then recently released CE3 SDK to render them. It was really fun to puzzle the scene together from limited photo references and compare it to the level in Call of Pripyat.
November 4, 2024 at 3:33 AM
Very excited about STALKER 2 releasing soon! I think I started my path in gamedev when SoC released in 2007. I remember counting days till its release in HS, poring over the files and trying simple config mods right after. Worked on a mod wiki; learned 3D to make cooler mods, etc., etc. Time flies!
November 4, 2024 at 3:19 AM
Back in 2014, the Material Design guidelines were just released and I was very into their aesthetic. I built high perf. pixel perfect replica of the beautiful shadows seen in the Google docs for Unity NGUI. I later found out that the guideline images were Illustrator mockups and weren't real time. 😅
October 26, 2024 at 9:20 AM
The environment was fully walkable and it was oddly satisfying to climb kilometers of strange staircases and questionably designed bridges to reach objectives. Skydiving the other way was also pretty fun. I built some neat stylized FUIs supporting the experience, will post more videos a bit later.
October 26, 2024 at 3:29 AM
An old project inspired by "Blame!". I was interested in replicating the stark B&W aesthetic and the vast hostile architecture from that manga in a playable vertical slice. Had a decent prototype working in 2017 with an endless procedurally generated env. using 50+ modules.
#gamedev #indiedev
October 26, 2024 at 3:21 AM
His name is Juniper so I had to do this... ✨🫐✨
October 25, 2024 at 10:32 AM
Designed this fella in 2017 for what became Phantom Brigade. Heavily inspired by Frost from FM4. The frame has wide shoulders and long joints to allow mounting lots of differently shaped armor without clipping. Pavel Efimov designed a ton of amazing armor for this frame over the course of PB dev.
October 21, 2024 at 8:02 PM
Replays in PB also aided with QA (for catching some anim. bugs), were indispensable for creating trailers and allowed players to rewatch exciting moments from multiple angles. They are lossy due to memory limitations and perf. considerations, but I'm still pretty happy with them!
#gamedev #indiedev
October 17, 2024 at 10:32 PM
One of my favorite features in PB: last turn replay. With everyone moving and firing at the same time, it's easy to miss important events. The game records all particles, physics and state changes, allowing you to scrub through the completed turn with a video player inspired UI.
#gamedev #indiedev
October 17, 2024 at 10:26 PM
Another clip of a Phantom Brigade boss fight to follow up the previous post. Those spider mechs had a bunch of different modular shapes: this one is covered by heavy shields and gets faster the more of those shields you destroy.

#gamedev #indiedev
October 2, 2024 at 7:58 PM
Boss fights are my favorite recent addition to Phantom Brigade. It was very fun to iterate on the behavior of these giant units and the different UIs visualizing their attacks. It's surprisingly satisfying to counter attacks straight out of RT action game w. turn-based timeline.

#gamedev #indiedev
October 2, 2024 at 7:53 PM
Stumbled upon videos from my old gamejam project. Inspired by the baserunners in Homeworld: Deserts of Kharak. You control one giant vehicle with a ton of abilities and try to survive. Indirect controls ala ship sims, physics on all units, ability to pause at any time. Fun times!
#gamedev #indiegame
September 27, 2024 at 11:31 PM
Ayy I'm sleebin' here
September 26, 2024 at 11:48 AM